Providing game information via characters in a game environment

ABSTRACT

Providing game information via character in a game environment comprises monitoring a position of a character in the game environment, providing visual information to the user based on the position of the character in the game environment, the visual information being presented as a modification of the character, and providing audio information to the user based on the position of the character in the game environment, the audio information being presented as statements from another character. A visual information module visually provides game information to the user within the context of the game environment and an audio information module audibly provides game information to the user within the context of the game environment.

CROSS REFERENCE TO RELATED APPLICATIONS

[0001] This application is a continuation of, and claims the benefit of,U.S. patent application Ser. No. 10/268,278, entitled “Providing GameInformation Via Characters in a Game Environment,” filed on Oct. 9,2002. U.S. patent application Ser. No. 10/268,278 is related to, andclaims the benefit of U.S. Provisional Patent Application No.60/328,458, entitled “System and Method for Providing Game Informationvia Main Character Actions,” filed on Oct. 10, 2001, and U.S.Provisional Patent Application No. 60/328,482, entitled “CompanionCharacter Interaction with Main Character in a Game Environment,” filedon Oct. 10, 2001. The subject matter of the related applications ishereby incorporated by reference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] This invention relates generally to electronic entertainmentdevices and relates more particularly to providing information viacharacters in a game environment.

[0004] 2. Description of the Background Art

[0005] In electronic games, onscreen indicators are often used toprovide information to a user. For example, cross-hairs may be used asan aid in aiming a weapon, floating objects or symbols may indicate thelocation of a hidden object, or arrows may point to the location of atarget or indicate a desired direction of travel. These indicators mayprovide game performance data, indications, warnings, or some other typeof on-screen information. Other examples of onscreen indicators mayrepresent life or lives remaining, amount of strength or magic power,number of points accumulated, amounts of ammunition, types of weapons,completion of objectives, or number and type of objects gathered.

[0006] Such onscreen indicators provide useful information to a user;however, onscreen indicators are extraneous to the game environment,which typically represents some type of virtual world. Cluttering thescreen with numerous indicators may distract the user from the virtualworld of the game. Typically a user's focus is on the main characterthat he or she is controlling. To observe most commonly-used onscreenindicators, the user must shift his or her focus away from the maincharacter. This may result in distractions that detract from the user'senjoyment of the game, subsequently resulting in less appeal of aparticular game. This in turn affects the commercial success anddesirability of a particular game.

[0007] In a game environment, the user typically controls the actions ofa main character. The main character interacts with the game environmentin various ways, for example, exploring the landscape, fighting enemies,collecting objects, or solving puzzles. The main character typically hasone or more objectives to accomplish in order for the user to completethe game. In some games, other characters provide information to themain character via on-screen text boxes. In these games, the game playpauses while a caption appears on the screen with a text message for themain character. The user typically has to perform an action (e.g., pressa button) to close the caption screen and continue game play. In someinstances the user also must perform an action to initiate a“conversation” with another character. Interacting with game charactersmay obstruct a user's view of his main character. Similarly, on-screenpresentation of game data or information to a user may obstruct view ofthe primary game action or even reduce the user's ability to completeobjectives.

[0008] There are numerous problems with the conventional types andmethods by which game information is presented to users. Obstructingviews and perspectives in the game environment and inhibiting the user'sability to accomplish game objectives reduce the user's enjoyment and aparticular video game's appeal. Therefore, there is a need for providinginformation to users without incurring conventional problems associatedwith degrading the user, experience and enjoyment of a game environment.

SUMMARY OF THE INVENTION

[0009] In accordance with the invention, a system and method aredisclosed to implement providing game information via characters in agame environment. In one embodiment, the system of the inventionincludes a visual information module. The visual information modulevisually provides information via game characters, including a maincharacter controlled by a user. In one embodiment, the visualinformation module monitors a state of the character in the gameenvironment and visually provides game information to the user based onthe state of the character. In one embodiment, the visual informationmodule provides game information by modifying the character in the gameenvironment. In another embodiment, the system further comprises anaudio information module configured to monitor a state of the characterin the game environment and to select an appropriate audio signal basedon the state. In one embodiment, audio signals represent statementsbetween characters in the game environment.

[0010] In one embodiment, the method of the invention includesmonitoring a state of a character in the game environment, and providinggame information to a user based on the state of the character in thegame environment, the game information being presented as visual andaudio information. The visual information may be presented to the useras a modification of the character, and the audio information may bepresented to the user as statements from another character. In oneembodiment, the state of a character is a position of the character. Inan alternate embodiment, the state of a character is an action of thecharacter.

[0011] Game information may include a variety of information such aslife or lives remaining, amount of strength or magic power, number ofpoints accumulated, amounts of ammunition, types of weapons, completionof objectives, or number and type of objects gathered. In games that aredesigned to immerse the user in a simulated or virtual environment, theinvention provides timely and useful information to the user throughcharacter actions or audio hints. The invention provides informationwithout detracting or distracting the user from the game environment.

BRIEF DESCRIPTION OF THE DRAWINGS

[0012]FIG. 1 is a block diagram of one embodiment of an electronicentertainment system, according to the invention;

[0013]FIG. 2 is a block diagram of one embodiment of the main memory ofFIG. 1, according to the invention;

[0014]FIG. 3A is a diagram of one embodiment of a main character,according to the invention;

[0015]FIG. 3B is a diagram of one embodiment of a main character and acompanion character, according to the invention;

[0016]FIG. 4 is a flowchart that illustrates a method for providingvisual game information via a character in a game environment, accordingto one embodiment of the invention; and

[0017]FIG. 5 is a flowchart that illustrates a method for providingaudio game information via a character in a game environment, accordingto one embodiment of the invention.

DETAILED DESCRIPTION OF THE INVENTION

[0018]FIG. 1 is a block diagram of one embodiment of an electronicentertainment system 100 in accordance with the invention. System 100includes, but is not limited to, a main memory 110, a central processingunit (CPU) 112, vector processing units VU0 111 and VU1 113, a graphicsprocessing unit (GPU) 114, an input/output processor (IOP) 116, an IOPmemory 118, a controller interface 120, a memory card 122, a UniversalSerial Bus (USB) interface 124, and an IEEE 1394 interface 126. System100 also includes an operating system read-only memory (OS ROM) 128, asound processing unit (SPU) 132, an optical disc control unit 134, and ahard disc drive (HDD) 136, which are connected via a bus 146 to IOP 116.System 100 is preferably an electronic gaming console; however, system100 may also be implemented as a general-purpose computer, a set-topbox, or a hand-held gaming device.

[0019] CPU 112, VU0 111, VU1 113, GPU 114, and IOP 116 communicate via asystem bus 144. CPU 112 communicates with main memory 110 via adedicated bus 142. VU1 113 and GPU 114 may also communicate via adedicated bus 140. CPU 112 executes programs stored in OS ROM 128 andmain memory 110. Main memory 110 may contain prestored programs and mayalso contain programs transferred via IOP 116 from a CD-ROM, DVD-ROM, orother optical disc (not shown) using optical disc control unit 134. IOP116 controls data exchanges between CPU 112, VU0 111, VU1 113, GPU 114and other devices of system 100, such as controller interface 120.

[0020] GPU 114 executes drawing instructions from CPU 112 and VU0 111 toproduce images for display on a display device (not shown). VU1 113transforms objects from three-dimensional coordinates to two-dimensionalcoordinates, and sends the two-dimensional coordinates to GPU 114. SPU132 executes instructions and processes data to produce sound signalsthat are output on an audio device (not shown).

[0021] A user of system 100 provides instructions via controllerinterface 120 to CPU 112. For example, the user may instruct CPU 112 tostore certain game information on memory card 122 or may instruct acharacter in a game to perform some specified action. Other devices maybe connected to system 100 via USB interface 124 and IEEE 1394 interface126.

[0022]FIG. 2 is a block diagram of one embodiment of main memory 110 ofFIG. 1, according to the invention. Main memory 110 includes, but is notlimited to, game software 210, which was loaded into main memory 110from an optical disc in optical disc control unit 134. Game software 210includes instructions executable by CPU 112, VU0 111, VU1 113, and SPU132 that allow a user of system 100 to play a game. In one embodiment ofFIG. 2, game software 210 can be an action-adventure game in which theuser controls a main character on a journey. In other embodiments, gamesoftware 210 may be any other type of game, for example, a role-playinggame (RPG) where the character is tasked to perform a number of actionsor achieve a series of goals, a flight simulation game, or acivilization-building simulation game.

[0023] Game software 210 includes, but is not limited to, a visualinformation module 220 and an audio information module 230. Visualinformation module 220 is configured to visually provide gameinformation to a user within the context of the game environment. In oneembodiment, visual information module 220 modifies some portion of amain character of the game that the user does not control to providegame information to the user. The functionality of visual informationmodule 220 is further discussed below in conjunction with FIGS. 3A and4. Audio information module 230 is configured to audibly provide gameinformation to the user within the context of the game environment. Inone embodiment, audio information module 230 initiates playback ofpre-recorded audio signals that represent statements from a character inthe game environment to provide game information to the user. Thefunctionality of audio information module 230 is further discussed belowin conjunction with FIGS. 3B and 5.

[0024]FIG. 3A is a diagram of one embodiment of a main character 320displayed on a display screen 310, according to the invention. The headis a component of human-like characters that the user typically does notcontrol. The user typically controls other appendages indirectly. Forexample, the user controls a character's legs when actuating controlsfor walking, running, and jumping actions. In some games, appendages maybe directly controlled. For example, in a fighting game, the user mayactuate controls for a left-handed punch or a kick with a right foot.

[0025] As shown in FIG. 3A, the body of human-like main character 320faces in one direction and the head 322 of main character 320 faces in adifferent direction, which provides game information to the user. Forexample, head 322 of main character 320 may face in the direction of aclosest enemy (which may or may not be visible on screen 310), a desireddirection of travel, or the direction of a game objective such astreasure. The range of motion of head 322 is restricted by what would bea realistic range of motion for human-like main character 320. In otherembodiments, a fanciful main character, such as a robot, may have a heador other component with an unrestricted range of motion.

[0026] During game play, the user's attention is typically on thelocation and movements of main character 320. The head-turning action ofmain character 320 advantageously provides game information to the userwithout extraneous symbols shown on screen 310 and without requiring theuser to shift his or her attention from main character 320. Visualinformation module 220 monitors the position and orientation of maincharacter 320 relative to some object or area of interest in the gameenvironment. When main character 320 is within a specified distance froma predetermined object or area of interest, visual information module230 signals to game software 210 to modify the orientation of head 322such that it faces in a direction towards the predetermined object orarea of interest.

[0027] In other embodiments of the invention, other features of ahuman-like main character may indicate game information, for instancefacial features, ears, and hair. For example, the main character's hairmay stand up on end to indicate the proximity of a danger.

[0028] The available actions of main character 320 not controlled by theuser depends upon the nature of the character. For example, a gamecharacter may have a tail, the actions of which are not under control ofthe user. The direction, size, shape, color, or other configuration ofthe character's tail, alone or in combination, may be used to providevarious types of game information to the user. For instance, the colorof the tail can indicate relative strength of the character, and thetail can point in the direction of a sought-for object. Games havingvery fanciful main characters may have other features or appendages thatvisual information module 220 can modify to visually provide gameinformation to the user.

[0029]FIG. 3B is a diagram of main character 320 and a companioncharacter 330 accompanying main character 320 in the game environment ondisplay screen 310. One or more companion characters 330 may accompanymain character 320. Companion character 330 accompanies main character320 throughout the game environment and provides commentary to the uservia audio signals managed by audio information module 230. Companioncharacter 330 may be any type of character, including but not limited toa sidekick, assistant, fire team member, squad member, comrade,apprentice, teacher, guru, pet, or friend. In one embodiment of theinvention, companion character 330 travels with main character 320 bysitting on the main character's shoulder or back. Companion character330 remains in contact with main character 320 while main character 320runs, jumps, climbs, or fights enemies. Companion character 330 may alsoappear separated from main character 320 at times, but is always presentand visible while main character 330 is shown on screen 310. In anotherembodiment, companion character 330 is not always present on screen 310with main character 320 and may communicate with main character 320 viaa radio link, mental telepathy, or other remote communication means.

[0030] Companion character 330 provides suggestions and informationabout the game environment to main character 320. Companion character330 may provide a reminder of a task to be completed, suggest adestination in the game environment, provide information about a placeor object, suggest an action that main character 320 might perform, ormake a comment about the current game situation. Companion character 330advantageously provides these suggestions and information by an audiosignal processed by SPU 132 (FIG. 1). Audio information module 230determines when to playback an audio signal and which particular audiosignal to play. Audio information module 230 provides instructions tosystem 100 such that the appropriate audio signal is read from theoptical disc in optical disc control unit 134 and processed by SPU 132.

[0031] The user hears the comments of companion character 330 without apause in game play. For example, main character 320 may be running downa path when companion character 330 suggests that main character 320 gooff to the left to investigate an object. The user may follow thesuggestion and cause main character 320 to approach the object, or theuser may ignore the suggestion and cause main character 320 to continuedown the path. The user can heed or ignore the information fromcompanion character 330 without interrupting game play. The usercontinues to cause main character 320 to walk, run, jump, or fight whilecompanion character 330 “speaks” to main character 320. Companioncharacter 330 may also provide commentary that is not informative innature, for example praise when main character 320 accomplishes a taskor reaches a goal, criticism when main character 320 performs an actionincorrectly, or jokes about things in the game environment.

[0032] While audio information from companion character 330 is beingpresented to the user, game software 210 does not modify what is beingdisplayed on screen 310 to reflect that companion character 330 ismaking a statement. Game play continues as usual and no text boxtranscribing the statement appears on screen 310.

[0033] The content of companion character's 330 statements to maincharacter 320 depends upon main character's 320 location in the gameenvironment. Audio information module 230 monitors the location of maincharacter 320 and companion character 330 in the game environment. Audioinformation module 230 determines whether audio information isappropriate based on the position of main character 320 in the gameenvironment. For example, audio information module 230 causes companioncharacter 330 to provide certain information about an object when maincharacter 320 is in the vicinity of that object.

[0034] The content of companion character's 330 statements may alsodepend upon the elapsed time in the game. For example, if main character320 needs to complete a task or reach a goal by a certain time period,companion character 330 may provide this information or a reminder ofthe deadline. Companion character 330 may also provide information orsuggestions when the main character 320 enters a new level or area ofthe game environment, for example information about a goal to beachieved in a particular area.

[0035] The content and timing of companion character's 330 statementsmay also depend upon actions by the user in controlling the actions ofmain character 320. For example, if main character 320 fails to completean objective more than a predetermined number of times, audioinformation module 230 initiates playback of an audio hint fromcompanion character 330 that provides information to the user helpful incompleting the objective. If main character 320 continues to fail tocomplete the objective, audio information module 230 initiates playbackof another audio hint from companion character 330 that provides moredetailed information than previous audio hints. In another example, ifmain character 320 completes an objective within a predetermined timeperiod or within a predetermined number of attempts, audio informationmodule 230 provides no audio information to the user. Thus audioinformation module 230 provides audio information that is relevant to acurrent situation of main character 320.

[0036] In one embodiment, game software 210 is configured to allow theuser to disable audio information module 230 if the user does not wantto hear audio information from companion character 330. Game software210 may offer this option to the user via a set up or options screenaccessible to the user at any time during game play. In one embodiment,game software 210 is configured to allow the user to disable visualinformation module 220 if the user does not want to receive visualinformation from main character 320. Game software 210 also may offerthis option to the user via a set up or options screen accessible by theuser at any time during game play.

[0037] In one embodiment of the invention, audio signals of thestatements of companion character 330 are pre-recorded and thendigitally stored on an optical disc with game software 210 and otheraudio signals such as background music. Audio information module 230includes a listing of all available pre-recorded audio signals thatrepresent statements of companion character 330.

[0038]FIG. 4 is a flowchart that illustrates a method for providingvisual game information via a character in a game environment, accordingto one embodiment of the invention. In step 410, visual informationmodule 220 monitors the position of main character 320 in the gameenvironment. In step 412, visual information module 220 locates anobject or area of interest in the game environment that is closest tomain character 320. In other embodiments, visual information module 220may locate an object or area of interest in the game environmentaccording to other criteria, for example locating an object of thegreatest importance.

[0039] In step 414, visual information module 220 modifies a componentof main character 320 to indicate the direction towards the object orarea of interest. In one embodiment, visual information module 220modifies the orientation of a head of a human-like main character toindicate the direction of interest. In other embodiments, othercomponents of different types of characters may be modified to providevisual information regarding the direction of interest. In step 416,visual information module 220 determines whether an interrupt occurs. Aninterrupt may occur when the user pauses, restarts, or terminates gameplay. If an interrupt does not occur, the method returns to step 410. Ifan interrupt does occur, the method ends and will restart when game playresumes.

[0040]FIG. 5 is a flowchart that illustrates a method for providingaudio game information via a character in a game environment, accordingto one embodiment of the invention. In step 510, audio informationmodule 230 monitors the position of main character 320 in the gameenvironment. In step 512, audio information module 230 monitors actionsof main character 320 in the game environment. In step 514, audioinformation module 230 selects appropriate audio information based onthe position and actions of main character 320. In one embodiment, audioinformation module 230 selects an audio signal from a set ofpre-recorded audio signals stored on an optical disc that also includesgame software 210.

[0041] In step 516, audio information module 230 initiates playback ofthe selected audio information. In step 518, audio information module230 determines whether an interrupt has occurred. An interrupt may occurwhen the user pauses, restarts, or terminates game play. If an interruptdoes not occur, the method returns to step 510. If an interrupt doesoccur, the method ends and will restart when game play resumes.

[0042] The invention has been described above with reference to specificembodiments. It will, however, be evident that various modifications andchanges may be made thereto without departing from the broader spiritand scope of the invention as set forth in the appended claims. Theforegoing description and drawings are, accordingly, to be regarded inan illustrative rather than a restrictive sense.

What is claimed is:
 1. A method for providing game information to auser, comprising: monitoring a state of a character in a gameenvironment; and presenting game information to the user based on thestate of the character, the game information being presented within acontext of the game environment.
 2. The method of claim 1, wherein thestate of the character is a position of the character.
 3. The method ofclaim 1, wherein the state of the character is an action of thecharacter.
 4. The method of claim 1, wherein presenting game informationfurther comprises presenting visual information.
 5. The method of claim4, wherein the visual information is presented to the user as amodification of the character.
 6. The method of claim 5, wherein themodification of the character comprises modifying a direction oforientation of a head of the character within a range of motionappropriate to the character.
 7. The method of claim 1, whereinpresenting game information further comprises presenting audioinformation.
 8. The method of claim 7, wherein the audio information ispresented to the user as statements by another character in the gameenvironment.
 9. The method of claim 8, wherein the other character is acompanion to the character that is present with the character throughoutthe game environment.
 10. A system for providing game information,comprising: a visual information module configured to visually provideinformation to a user by modifying a character in a game environment.11. The system of claim 10, further comprising an audio informationmodule configured to audibly provide information to the user byinitiating playback of audio signals that represent statements betweencharacters in the game environment.
 12. The system of claim 10, whereinthe visual information module is further configured to monitor a stateof the character in the game environment and modify the character basedon the state.
 13. The system of claim 12, wherein the state of thecharacter is a position of the character.
 14. The system of claim 12,wherein the state of the character is an action of the character. 15.The system of claim 10, wherein the visual information module is furtherconfigured to modify a direction of orientation of a head of thecharacter within a range of motion appropriate to the character.
 16. Thesystem of claim 10, wherein the visual information module is furtherconfigured to modify a component of the character not controllable bythe user.
 17. The system of claim 11, wherein the audio informationmodule is further configured to monitor a state of the character in thegame environment and to select an appropriate audio signal of the audiosignals based on the state.
 18. The system of claim 17, wherein thestate of the character in the game environment is a position of thecharacter.
 19. The system of claim 17, wherein the state of thecharacter in the game environment is an action of the character.
 20. Anelectronic-readable medium having embodied thereon a program, theprogram being executable by a machine to perform a method for providinggame information to a user, the method comprising: monitoring a state ofa character in a game environment; and presenting game information tothe user based on the state of the character, the game information beingpresented within a context of the game environment.
 21. A system forproviding game information to a user, comprising: means for monitoring astate of a character in a game environment; and means for presentinggame information to the user based on the state of the character, thegame information being presented within a context of the gameenvironment.